Wwise Tour 2016 - Blizzard Overwatch (1 of 7) - Audio in Overwatch
Game: Overwatch Wwise Tour 2016 - Audio in Overwatch by Blizzard Entertainment. Filmed in Montreal on June 20th 2016 at Centre Phi. Presented by Scott Lawlor, Project Audio Director at Blizzard Entertainment and Tomas Neumann, Senior Software Engineer 2 at Blizzard Entertainment. Wwise by Audiokinetic. https://www.audiokinetic.com/ The session starts with an introduction and an overview regarding the audio team involved. In this video, they present Overwatch with a short trailer and some interesting stats and facts about the game. Some highlights: They’ve based their Wwise project organization in the Master-Mixer and Actor-Mixer Hierarchies by positioning type (2D/3D), routing, and other high level properties shared across a large number of assets (instead of, for example, creating Work Units per character). They’ve shown how Wwise Events are triggered from TED, Blizzard’s game editor, and how other types of properties like priorities, obstruction and occlusion, room reverbs, and more are also set in the game editor. Tomas (Audio Programmer) goes over how Wwise’s SoundBanks and streamed files integrate with Blizzard’s asset management pipeline. Finally, Scott (Audio Director) describes the “Play by sound” objective which they set early in the project, and how they divided their focus into five pillars: Hero VO A clear mix Pinpoint accuracy Gameplay information Pavlovian response

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